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Author Topic: [MODDING] 0.43.x QUESTIONS THREAD  (Read 204534 times)

Boltgun

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #75 on: December 08, 2015, 01:14:28 pm »

As anyone found in 0.42 or 0.40 a way to prevent the bad thoughts for not having clothing? Does a personality trait helps with that?
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Shadowclaimer

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #76 on: December 08, 2015, 01:45:33 pm »

Trying to find a way to make it so that my Storm Dwarves (who value knowledge and such) can decorate their armor with scrolls covered in pictures and text which increases its value (akin to decorating with gems and the like.)

What's the easiest way to go about this?
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Advanced Civilizations (0.40.X+)

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #77 on: December 08, 2015, 02:56:02 pm »

As anyone found in 0.42 or 0.40 a way to prevent the bad thoughts for not having clothing? Does a personality trait helps with that?

Doesn't value decorum, low vanity, low immodesty (since high immodesty makes them want to wear fancy clothing).
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Teneb

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #78 on: December 08, 2015, 03:22:32 pm »

As anyone found in 0.42 or 0.40 a way to prevent the bad thoughts for not having clothing? Does a personality trait helps with that?
Doesn't value decorum, low vanity, low immodesty (since high immodesty makes them want to wear fancy clothing).
Will that actually stop the bad thoughts? Or just make them not as bad?
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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #79 on: December 08, 2015, 03:29:47 pm »

Not sure. Why don't you science it? :)
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Spiderking50

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #80 on: December 08, 2015, 05:37:59 pm »

In reguards to the [LOCAL_POPS_PRODUCE_HEROES] token, is there a way to increase the number of these creatures which join civilizations? If so where. I have been looking everywhere, so either I overlooked it or its unchangeable.
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thedonkified

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #81 on: December 08, 2015, 09:10:12 pm »

I'm having trouble creating animal men that can be used in adventure mode.

I tried making an animal man for my custom creature, but it would never show up in Intelligent Wilderness Creatures in adventure mode.

Here are the raws for both my creature and its animal man:
Spoiler (click to show/hide)

When that didn't work, I made an elk bird animal man to see if that would spawn, but that wouldn't work. I made it by altering the raws for an crow man.

Here are the raws for that thing:
Spoiler (click to show/hide)
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Bearskie

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #82 on: December 08, 2015, 10:00:37 pm »

You might be missing CAN_LEARN (or INTELLIGENT), which is usually prerequisite for sapient behavior.

BlackFlyme

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #83 on: December 08, 2015, 10:16:44 pm »

The animal person creature variation adds the ability to speak and learn, as well as the potential for animal-people populations to produce adventurers and heroes.

Though I have yet to see a subterranean animal person on the list of selectable animal-adventurers. Might be my poor luck, but it may be worth a try to make your creature appear above ground as well.
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InsanityPrelude

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #84 on: December 08, 2015, 11:15:39 pm »

Code: [Select]
[REACTION:CLEAR_GLASS_MANUFACTURE_EXAMPLE_PUTNAM]
    [NAME:Make clear glass]
    [BUILDING:GLASS:NONE]
    [REAGENT:pearlash:150:BAR:NONE:PEARLASH:NONE]
    [REAGENT:sand:150:POWDER_MISC:NONE:NONE:NONE][IS_SAND_MATERIAL]
    [REAGENT:bag:1:NONE:NONE:NONE:NONE][BAG][CONTAINS:sand]
    [PRODUCT:100:1:BAR:NONE:GLASS_CLEAR:NONE][PRODUCT_DIMENSION:150]
    [FUEL]
    [SKILL:GLASSMAKER]

Thanks! I wanted to add a couple missing bits of furniture (glass barrels etc.) now that we can use the glass furnace itself in reactions.

The animal person creature variation adds the ability to speak and learn, as well as the potential for animal-people populations to produce adventurers and heroes.

Though I have yet to see a subterranean animal person on the list of selectable animal-adventurers. Might be my poor luck, but it may be worth a try to make your creature appear above ground as well.

Subterranean animal people lack the LOCAL_POPS_CONTROLLABLE/LOCAL_POPS_PRODUCE_HEROES tokens.
« Last Edit: December 08, 2015, 11:58:14 pm by InsanityPrelude »
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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #85 on: December 09, 2015, 12:49:07 am »

Subterranean animal people lack the LOCAL_POPS_CONTROLLABLE/LOCAL_POPS_PRODUCE_HEROES tokens.

Not all of them. Some subterraneans use the animal person variation template, e.g. cave swallows.

I suspect that being a member of a "civ" makes them ineligible as "local populations."
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I used to work on Modest Mod and Plant Fixes.

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Demonic Gophers

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #86 on: December 09, 2015, 02:50:37 am »

As anyone found in 0.42 or 0.40 a way to prevent the bad thoughts for not having clothing? Does a personality trait helps with that?
You might try very low BASHFUL.  I haven't done thorough testing on it, but I did a little testing a while back on creatures with PERSONALITY:BASHFUL:0:5:15, and most of them 'felt nothing' about being uncovered etc.
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Bearskie

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #87 on: December 09, 2015, 07:18:32 am »

Is there a reagent token that checks whether an item is made of wood?

Deon

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #88 on: December 09, 2015, 10:50:24 am »

No, but you can add REACTION_CLASS:WOOD to WOOD_TEMPLATE, and then ask for that.
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thedonkified

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #89 on: December 09, 2015, 09:44:11 pm »

By making my creature spawn above ground and letting spawn in a few more biomes, I was able to control the creature itself in adventure mode, but not its animal man counterpart.

I'd really like to figure out why this is the case, and also why I can't control it in adventure mode while I can control a Plump Helmet Man, who spawns only below ground.
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